KrdaxDrkrun KrdaxDrkrun

[MOD] TotalEffects Complete Particle Conversion mod for Diplomacy 1.034 UPDATE 12/17/11

[MOD] TotalEffects Complete Particle Conversion mod for Diplomacy 1.034 UPDATE 12/17/11

version 0.801

 

TotalEffects now conforms to TSOP standards. Huge thanks to Soase Maelstrom!

Thanks Stant for the updated Diplomacy version.

 

 

Anyone may use this mod in their own mod however they like, as long as proper credit is given.

 

 

 

Enjoy

Diplomacy 1.034:

 

http://www.gamefront.com/files/21093989/TotalEffectsDiplomacy1.34.zip

 

 

.zip

7.69 mB

 

I have now included the Readme here for those who do not wish to download the mod at the moment.

 

Credit to Bailknight, Mansh00ter, and Zorodius for their corresponding graphical mods and inspirations.
Also credit to Gas Powered Games' Supreme Commander for some of the textures.




This mod is an attempt to make another graphical mod that goes with the current list.
It contains a mixture of particle effects of my own creation(the majority), effects from bailknight's graphical mod, effects from Mansh00ter's mod, and effects from Zorodius' Solarflair mod.
I would like critique on my particle effect skills and what looks nice and what does not.

GameInfo changes:
Better range for the Jarrasul drain planet ability so that it actually has the same range as its bombing range. If the gameinfo folder is removed the drain planet effect will look funny.
Cleansing Brilliance has a muzzle effect. (bailknight)
Assault Specialization has an effect when it hits structures.
Charged Missiles now has a different beam texture and hit effect.
Disintegration bounceback has more attached effects and Disintegration itself has an actual muzzle effect.
Volatile Nanites now has an effect when a ship dies.
Tweaked a bit with all of the Vasari capship weapon attachments.
Changed the capship explosion. Getting rid of gameinfo will change the capship explosion back to Solarflair's.
I changed the Argonev's explosion to the same as the other starbases so as not to generate lag on death. If the GameInfo is deleted, the game will lag every time this starbase dies. (How d'ya like 1000000 particles onscreen at once? Attempt at your own risk)
Synced the Skarovas' and the Kortul's wave cannons to fire at a single point.

DELETING THE GameInfo FOLDER WILL CAUSE THE GAME TO CRASH.

The Solanus now has a muzzle effect
The Garda's shots also travel faster.
The Destra Crusader's plasma shots now fire at a single point on a mesh.
Added custom phase travel effects for each race. (Bailknight for TEC, Zorodius for advent, me for Vasari)
The Transcencia starbase now has Beam weapons instead of plasma. No damage change.
The Dunov's shield Restore ability now has a muzzle effect.

There is also a change in the theme music, one that I like more. (NO CRITIQUE ON THIS PLEASE)
Numerous other surprises relating to just particle effects.

 

I have removed all of the changes that would have anything to do with imbalance or game tweaks. All of the above changes are aesthetic only.

Showcase of Destra, Kodiak, Iconus, and Domina effects:

750,581 views 298 replies
Reply #151 Top

When do you want to release the new Version?

 

 

Reply #152 Top

I was asking if this version worked with Diplo 1.31, and if it does, great!

There really shouldn't be anything that prevents it from working.

Could you test it?

Reply #154 Top

Yes, I can

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Reply #155 Top

@CRZYnLAZY, nope.

@Sandman. Thanks.

Reply #156 Top

I need a recording tool that won't have anything on the screen showing that you are recording. Ah well. I'll stick with Xfire for the time being.

Reply #157 Top

I tested it yesterday, but it chrashed. Must be Gameinfo.

 

Reply #158 Top

Grrrr.

I need a computer now more than ever.

Thanks.

Reply #159 Top

Quoting KrdaxDrkrun, reply 139

Quoting Stant123, reply 138
Quoting KrdaxDrkrun, reply 135'Surface' gets a failure, but it still works. Strange, right?

Not really.  I just assume that the engine is robust enough that when it get's an error like that for an attach point it just picks a valid one and attaches it there, thus it still works.  May not be the place you want it to be, but it doesn't really matter.  Downloading the new version, will give it a look through.

 

 

Was getting this before, but hadn't had it come up in a while so I removed it from my previous post:  maxNumFrames exceeded 5570652. Extra frames ignored.  Figure since it's still popping up, may as well report it.  it appears pretty random, still trying to work out the exact source.

Well that's probably good enough for me at least...

 

If you find that error, it probably means that I have a non-terminating 10-emitter effect that should have terminated...

 

Did you ever find out what this error meant? I added a fighter and it's constantly crashing with that error after around 5-10 seconds of viewing it, even with all of the engines disabled.

Reply #160 Top

I have no comp to test with...

So sorry, no.

I will get to the bottom of this, maybe in several months?

 

I apologize profusely for not being of greater assistance...

Reply #161 Top

I managed to make it go away but I'm not really sure how. It could have been related to a size oscillator but all I did was change it from 0.05 to 0.06. Since I use 0.05 everywhere else I am doubting that could be the reason...

Reply #162 Top

It has something to do with the fact that some emitters aren't supposed to be infinite when attached to things (Weapon Muzzle effects for example)

Reply #163 Top

Just got my new computer; modding should be happening very soon!

I will address the problem discovered with the latest version... As well as update for 1.032 or whatever we're on now.

Just remember that the Entrenchment version is working, and has been working for a long time (I hope/think...)

Reply #164 Top

Useful note:

After hours of testing, I figured (I'm fairly sure...) out what the following error indicates:

 maxNumFrames exceeded 5570652. Extra frames ignored.

When a particle effect begins playing, it has a set cutoff time, and if that time doesn't exist, it continues to play until that maxNumFrames is hit, and then the effect is restarted, or terminated, depending on its type.

I don't think that it's a deadly error.

 

Now, I have found that there is some kind of error with the coloroscillator affector, and the dev exe dumps before giving the error output. CRAP.

I have to look through a ton of effects, and it's not looking good.

 

Anyways, this mod should be updated eventually...

Reply #165 Top

It's not deadly, I've never had anything crash on me and no one playing mad scientist has complained about it crashing...  At most I think all it does is just contribute to the overall slowdown later in the game.

Reply #166 Top

It has died 5 times for me so far, even after deleting gameInfo... And before deleting gameInfo, the mod ran fine until conclusion just once...

Something is inconsistently wrong.

Reply #167 Top

a frigate explosion effect is bad somehow...

fixing explosiondef has fixed the problem...

upload will be occurring sometime soon for the new version...

Reply #168 Top

Is it soon yet?

Reply #169 Top

post youtube videos of work

Reply #170 Top

That's what IC wants from me, and I'm workin' on it...

Reply #171 Top

I can help ya tomorrow if you'd like to have someone as a second faction to help you set up a specific battle of sorts.

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Reply #172 Top

hmmmm

That's a generous offer, though I will be busy all day tomorrow.

Thank you very much, and sorry...

Reply #173 Top

Quoting KrdaxDrkrun, reply 170
That's what IC wants from me, and I'm workin' on it...

IC as in Ironclad? Are you doing work for the actual game now?

Reply #174 Top

Yes, IC as in Ironclad...

but they want a video of my skills before they consider hiring me.

So I am looking for someone who can help me make several "staged" battles today and in the future.

Reply #175 Top

We going to have an updated version soon?